Viral Sphere: Fostering Healthy Social Media Practice Through Playful Simulation

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2733

Keywords:

GDPR, Game-based Learning, Social Networks, Social Media

Abstract

In this paper, we present the development of a learning game, Viral Sphere, aimed at stimulating discussions on the European General Data Protection Regulation (GDPR) among secondary school students and educators. Our game consists of a fictional social media platform, displaying a network diagram to illustrate the spreading of data. Our design aims at promoting informed decision making, through interactive scenario-based learning. Players navigate real-life inspired situations, simulating posting on social media platforms and related consequences, as data spread beyond their immediate network. Data from testing with students, shows that our gameplay can facilitate meaningful conversations about GDPR in a relatable manner.

Author Biographies

Jacob F. Davis, University of Southern Denmark

Jacob F. Davis is a master's student at the University of Southern Denmark, studying to become a civil engineer in Game Development and Learning Technology. He has previously worked on developing a simulation that aims to help create a deeper understanding of the struggles individuals with dyscalculia experience. He has a passion for video games and hopes to use them in ways that can help people.

Hannah G. Gaudesen

Hannah G. Gaudesen is studying civil engineering in Game Development and Learning Technology at the University of Southern Denmark. She has previously worked with IBM to design and develop a social game-experience for Smukfest, a Danish music festival. She is interested in the use of games in innovative ways, to create new experiences and learning opportunities.

Nina Genster, University of Southern Denmark

Nina Genster is a master’s student at the University of Southern Denmark, studying to become a civil engineer in Game Development and Learning Technology.  She previously worked on developing a simulation that aims to create a deeper understanding of the struggles faced by individuals with dyscalculia.  She is interested in software and robotics, and hope that she in the future may use it to help people.

Simone L. Rasmussen, University of Southern Denmark

Simone L. Rasmussen is a master’s student at the University of Southern Denmark, studying to become a civil engineer in Game Development and Learning Technology.  Previously, she has worked on developing a simulation which aims to help create a deeper understanding of the struggles experienced by individuals with dyscalculia.  She has always had a passion for videogames and hopes to use them to create new and interesting learning experiences.

Johan K. Sørensen, University of Southern Denmark

Johan Kørvel Sørensen is a master’s student at the University of Southern Denmark, studying to become a civil engineer in Game Development and Learning Technologies. He has previously worked on developing a simulation to help create understanding for dyscalculia. He aims to create learning platforms for students with special needs and develop digitized teaching platforms and games.

Emanuela Marchetti, University of Southern Denmarj

Dr. Emanuela Marchetti is associate professor at the University of Southern Denmark. She has a master in Archaeology (University of Torino) and in IT Product Design (University of Southern Denmark). She has a PhD from Aalborg University. Her research focuses on playful learning, creative approaches to STEM education and computational thinking, and participatory art-based research methods.

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Published

2024-10-07